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Post by goldenpotato on Apr 20, 2019 19:18:12 GMT
When you mix the Worship the Seven Doctrine and God-King Leadership, it continually creates duplicate Gods in the list, eventually preventing the game from being loaded. The problem gets worse over time as you can see.
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Post by Zenlin on Apr 22, 2019 0:13:14 GMT
I think It's just God King in general that's causing the issue. I reformed the Valyrian faith with God King and it's doing the same thing to me, but instead it's adding in my family members. I was having issues with crashing while trying to load my save after awhile, I wonder if this may have had something to do with it.
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Post by Salty_Balls on Apr 22, 2019 9:23:01 GMT
Can anyone post a fix for this, once they figure it out please?
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Post by goldenpotato on Apr 22, 2019 16:14:42 GMT
You can make the savegame functional again by going into the file and removing the vast majority of the duplicate names.
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Post by stonewallace17 on Apr 22, 2019 21:01:47 GMT
Have you noticed when the names get (re)added to the list of gods? Could be firing on a yearly pulse in the on_actions file when it shouldn't be
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Post by Zenlin on Apr 24, 2019 3:14:45 GMT
You can make the savegame functional again by going into the file and removing the vast majority of the duplicate names. I can confirm that this works. I just went in and deleted all of the extra God entries, and my save loads just fine. Just open up your save (with a program that lets you edit your saves) and search for the Gods relating to your faith. For example I looked for GOD_MERAXES which took me to my faith with all of the bloated extra Gods that were added, in my case my family members. Delete all of the extra entries and save. You should be good to go.
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Post by epicureandreamer on Apr 25, 2019 1:55:37 GMT
This is nuts, I posted my bug earlier and was kinda tired so I didn't really read around, and damn I really should have because this looks exactly like what I'm dealing with. Unfortunately I uninstalled the game (got desperate lol) and am in the midst of reinstalling it but I've already went in and deleted the ungodly number of duplicate deity names, so I really hope that fixes everything. If it does I'll edit my post to link to this solution.
EDIT: Awesome, I got everything reinstalled and the save fired up and played normally, no chug or crashing or having to retry. I'm still noticing some duplication, I probably need to go back and clean it up a bit better, but I'd bet money that's what was causing the problem. Whoever figured this out is a damn genius. Well, back to being a Valyrian Godking.
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Post by epicureandreamer on Apr 25, 2019 3:24:22 GMT
Alright I've been eyeballing the religion popup every single month and during the autosave, no one action in the game seemed to actively duplicate it, but after I reloaded the autosave because my dragon got hurt bad the names had multiplied again. Also I'm not sure how relevant it is but the names of the Seven are somehow supplied from elsewhere in the save table because I've deleted everything but the Valyrian Gods and my name from the string and they still show up in the popup. Even less relevant but I cannot also seem to change the default name of "The God King" even though I did it doesn't change in the game. I went ahead and grabbed a couple screenshots of the save and the game itself Here's the name section in the religion portion of the save. You can see I've cleaned out all the junk duplicates, take note that I've also deleted the names of the Seven in the God Names and Evil God Names and changed the high god name. Here we have my autosave after I fixed the duplication. Ignore the checksum warning, that hasn't seem to mean anything this entire time and is probably a separate issue not related to any of this. Notice how even though I've deleted the names of everything but the Valyrian Gods, the names of the Seven and the names of one of my wives, my heir, and I are populated into the section as well as these placeholder-esque "scoped_god_sibling". Same goes with "the Stranger" in the Evil Gods section. Also the High God Name "The God King" doesn't reflect the save either. I dunno what any of this means really, but I'll bet it makes sense to someone. Hope it helps
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Post by stonewallace17 on Apr 25, 2019 20:40:32 GMT
Ok, reloading the autosave seems to point towards what I thought the issue was after poking around last night. One of the on_startup events in the 00_on_actions.txt file is causing this. I don't remember the name of the event but it's near the bottom of the on_startup section. I believe it's intended to only fire on starting a new game in an alternate start but is in the wrong section.
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Post by epicureandreamer on May 16, 2019 0:01:57 GMT
I'm just checking back in to see if any of the guys working on the mod or if any of you guys have puzzled out what's going on here and if we can fix it ourselves somehow. It's good that we know what's actually causing the issue, but having to go in and edit the save file every couple of reloads or so just to keep it running is definitely on the tedious side of solutions. Still happy to play and am playing around it, but I'd definitely love to see a more substantial and permanent fix. Thanks again to the folks working on this, its one of the best mods for any game I've ever played.
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Post by redtide on May 19, 2019 8:56:55 GMT
Here's the problem: When you reform a faith, it runs a scripted effect called "reformation_god_names_changes_effect", which does a few things:
1. Either makes the reformer the new high god or adds the name of the reformer to the list of gods (depending on the doctrines you chose) 2. Adds family members to the list of gods (if you chose either the Divine Marriage or Valyrian doctrine)
3. Adds the names of the Seven to the list of gods (if you chose that doctrine) 4. Sets a special character title, like "God Emperor" (if appropriate) 5. Removes the special character title from a previous religious head if they are still alive (EDIT: doesn't work)
6. Runs event "religious.95", which "radicalizes support" That would be fine if that's the only time that that scripted effect were run. But it's also run on startup and anytime a religious head title changes hands, via the event "HF.23778", which appears in the "on_startup" block, and event "HF.23779", which appears in the "on_new_holder", "on_new_holder_inheritance", and "on_new_holder_usurpation" blocks of the "00_on_actions.txt" file. Based on the comments in that file ("Setting up god-emperors on Altstart" and "Setting up next god-emperor"), the intention seems to be just to set a new special character title (which is necessary because otherwise your next character would have your boring old title instead of your cool new God Emperor title). Instead, it runs the entire sequence that I listed above, thus duplicating new gods (and further "radicalizing support", I guess). Here's how you fix it: Put steps 4 and 5 into a new scripted effect called something like "god_emperor_title_effect": god_emperor_title_effect = { ROOT = { if = { limit = { has_religion_feature = religion_god_king_head } if = { limit = { religion = drowned_god_reformed } if = { limit = { is_female = no } set_special_character_title = temple_king_drowned_god } else = { set_special_character_title = temple_king_female_drowned_god } } else_if = { limit = { religion = black_goat_reformed } set_special_character_title = title_black_goat } else_if = { limit = { tier = EMPEROR NOR = { primary_title = { OR = { capital_scope = { region = world_westeros } title = e_iron_isles title = e_riverlands title = e_iron_throne } } culture_group = andal culture_group = first_man culture_group = dornish culture_group = iron_isles_culture culture_group = sarnor_group } } if = { limit = { is_female = no } set_special_character_title = title_GOD_EMPEROR } else = { set_special_character_title = title_GOD_EMPRESS } } else_if = { limit = { is_female = no } set_special_character_title = title_GOD_KING } else = { set_special_character_title = title_GOD_QUEEN } add_character_modifier = { name = god_king duration = -1 } character_event = { id = religious.95 days = 1 } #radicalise support random_demesne_title = { # should this really be random instead of any? redtide limit = { religion = ROOT controls_religion = yes } any_previous_holder = { limit = { is_alive = yes NOT = { character = ROOT } } remove_special_character_title = yes } } } if = { limit = { religion = drowned_god_reformed has_religion_feature = religion_temporal_head } if = { limit = { is_female = no } set_special_character_title = temple_king_drowned_god } else = { set_special_character_title = temple_king_female_drowned_god } random_demesne_title = { limit = { religion = ROOT controls_religion = yes } any_previous_holder = { limit = { is_alive = yes NOT = { character = ROOT } } remove_special_character_title = yes } } } } }
Make events HF.23778 and HF.23779 call "god_emperor_title_effect" instead of "reformation_god_names_changes_effect"
EDIT: My impression of the reason that "step 5" doesn't work is that "remove_special_character_title" is treated as taking a boolean value when instead it has to take a key (presumably the key for the special title), but I haven't tried to get it to work.
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Post by epicureandreamer on May 20, 2019 4:51:01 GMT
You're some kind of madman or savant lol, excellent work figuring this all out. If it isn't too much handholding, could I ask for some further clarification on how to actually implement this fix? Or would we have to wait for a patch? I'm assuming this ought to fit somewhere but I'm really not sure where and what if anything ought to be deleted or modified, I'm pretty green at playing with CK2's insides so I can definitely use all the details I can get.
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Post by redtide on May 20, 2019 6:22:17 GMT
Open the zipped mini-mod file I've attached and put the two files in your mod folder (e.g. Documents/Paradox Interactive/Crusader Kings II/mod). It's implemented slightly differently than what I described: I added two new events and changed the on actions file instead of changing events HF.23778 and HF.23779.
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Post by epicureandreamer on May 20, 2019 6:47:33 GMT
Cool I'll give this a try right now, just two quick questions, is there a particular reason why it runs as its own submod rather than being fixed in the main mod itself, just easier and simpler or something technical? And 2 the folder AGOT_tweaks is unzipped in comparison to the other mod folders which are currently zipped, does it matter in either way, should I zip it up or leave it be? Sorry if these are dumb questions and thank you so much for taking the time to figure all this out.
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Post by redtide on May 20, 2019 6:52:43 GMT
Leave it unzipped. I'm not on the mod team, and I just started playing this mod again after not having done so for a few years. I keep a personal mod of the vanilla game and add stuff (tweaks, bug fixes, etc.) to it as needed. I started doing the same thing for the AGOT mod, but I posted only the relevant portion.
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